Vehicle Heroes should have some handicap

OP, and all that crap aside, there is no AV on Tier 1 and heroes are already strong, therefore Vehicle Hereoes are harder to take out and can easily hurt your economy trying to stop them, but not only that, since leader points can be earned through fighting, these dudes can easily get you to the next point early. I think that the leaders with such heroes should:
a) Fill the leader point counter far slower than Leaders with infantry hero.
b) Make their heroes considerably more expensive.
c) Reduce the hero’s health bar and deprive them from shields until the Tier 2 upgrade.
d) Straight up lock them until Tier 2
I think any of those would work, and I’d like to see if you have any other sugestion or a different thought.

This effects…Two leaders in the entire game, and one is very slow mind you. This isn’t need at all. Locking a hero until Tech 2? This kills those Leaders and makes Heroes next of useless.
Leader Point in battle rewards both teams for just engaging and trying to defend. Forge is slightly more expsensive and Bison is slow as a snail.

> 2533274847730244;1:
> OP, and all that crap aside, there is no AV on Tier 1 and heroes are already strong, therefore Vehicle Hereoes are harder to take out and can easily hurt your economy trying to stop them, but not only that, since leader points can be earned through fighting, these dudes can easily get you to the next point early. I think that the leaders with such heroes should:
> a) Fill the leader point counter far slower than Leaders with infantry hero.
> b) Make their heroes considerably more expensive.
> c) Reduce the hero’s health bar and deprive them from shields until the Tier 2 upgrade.
> d) Straight up lock them until Tier 2
> I think any of those would work, and I’d like to see if you have any other sugestion or a different thought.

I don’t like any of your suggestions. Too aggressive.

I’d rather their speed in T1 be adjusted. That’s all.

Forge and Serena are super easy to kill don’t nerf

> 2533274806495508;4:
> Forge and Serena are super easy to kill don’t nerf

The bison? Yes.

But Forge? What game have you been playing for the last month?

I think Serina’s hero is fine because it has no escape. But forge is WAY too fast and heavily armored- only scouts and air can actually catch him. So dropping his hero remains problematic.

His hero was problematic when he was OP with a overdamaging Anvil Round. Now that his damage is taken away. Why would you also take away his speed? Just think about that. With the current Anvil round nerf to damage and the cooldown extended. Forge Hog is in a good place.
Id like to see them Lower the energy cost on the Jerome Mantis from 500 to 350

> 2533274806495508;6:
> His hero was problematic when he was OP with a overdamaging Anvil Round. Now that his damage is taken away. Why would you also take away his speed? Just think about that. With the current Anvil round nerf to damage and the cooldown extended. Forge Hog is in a good place.
> Id like to see them Lower the energy cost on the Jerome Mantis from 500 to 350

Damage wasn’t touched, though. Only AoE. It still deals that full 300% damage increase to the main target.

> 2533274806495508;6:
> His hero was problematic when he was OP with a overdamaging Anvil Round. Now that his damage is taken away. Why would you also take away his speed? Just think about that. With the current Anvil round nerf to damage and the cooldown extended. Forge Hog is in a good place.
> Id like to see them Lower the energy cost on the Jerome Mantis from 500 to 350

Lol make jerome cheaper he says

> 2533274792776027;7:
> > 2533274806495508;6:
> > His hero was problematic when he was OP with a overdamaging Anvil Round. Now that his damage is taken away. Why would you also take away his speed? Just think about that. With the current Anvil round nerf to damage and the cooldown extended. Forge Hog is in a good place.
> > Id like to see them Lower the energy cost on the Jerome Mantis from 500 to 350
>
> Damage wasn’t touched, though. Only AoE. It still deals that full 300% damage increase to the main target.

Avil RoF reduced by half in 18th patch, that’s a huge nerf.

> 2533274806495508;6:
> His hero was problematic when he was OP with a overdamaging Anvil Round. Now that his damage is taken away. Why would you also take away his speed? Just think about that. With the current Anvil round nerf to damage and the cooldown extended. Forge Hog is in a good place.
> Id like to see them Lower the energy cost on the Jerome Mantis from 500 to 350

It isn’t just the round that’s a problem- it’s his hit and run potential. He can drive in, fight till the shields drop, and drive out. And nothing can effectively catch and kill him on T1.

As for the mantis… remember season 4? I remember…

> 2533274924073601;10:
> > 2533274806495508;6:
> > His hero was problematic when he was OP with a overdamaging Anvil Round. Now that his damage is taken away. Why would you also take away his speed? Just think about that. With the current Anvil round nerf to damage and the cooldown extended. Forge Hog is in a good place.
> > Id like to see them Lower the energy cost on the Jerome Mantis from 500 to 350
>
> It isn’t just the round that’s a problem- it’s his hit and run potential. He can drive in, fight till the shields drop, and drive out. And nothing can effectively catch and kill him on T1.
>
> As for the mantis… remember season 4? I remember…

They nerfed the dog crap out of the mantis and increased the cost of the upgrade like for real?
and increased the cooldown. I’m just saying every Heroes first upgrade costs in the 300s his Mantis should also

> 2533274924073601;5:
> > 2533274806495508;4:
> > Forge and Serena are super easy to kill don’t nerf
>
> The bison? Yes.
>
> But Forge? What game have you been playing for the last month?
>
> I think Serina’s hero is fine because it has no escape. But forge is WAY too fast and heavily armored- only scouts and air can actually catch him. So dropping his hero remains problematic.

Here are 2 options for forge.

  1. Slow his speed down.
  2. Lock Y ability until Tech 2

Problem with forge is hit and run, wait for cooldown, do it again. Or just drive around early and cap power nodes and resources because the 2 or 3 infantry you have running around gathering supplies gets wrecked.

The bison is a slow moving refrigerator that can be killed fairly easily.

> 2533274806495508;11:
> > 2533274924073601;10:
> > > 2533274806495508;6:
> > > His hero was problematic when he was OP with a overdamaging Anvil Round. Now that his damage is taken away. Why would you also take away his speed? Just think about that. With the current Anvil round nerf to damage and the cooldown extended. Forge Hog is in a good place.
> > > Id like to see them Lower the energy cost on the Jerome Mantis from 500 to 350
> >
> > It isn’t just the round that’s a problem- it’s his hit and run potential. He can drive in, fight till the shields drop, and drive out. And nothing can effectively catch and kill him on T1.
> >
> > As for the mantis… remember season 4? I remember…
>
> They nerfed the dog crap out of the mantis and increased the cost of the upgrade like for real?
> and increased the cooldown. I’m just saying every Heroes first upgrade costs in the 300s his Mantis should also

They nerfed the mantis for the same reason they need to nerf the hog. There are no effective counters to a strong vehicle on T1. They reduced it’s armor versus small-arms and HP on T1 specifically to make it able to be taken down by infantry. The hog needs the same treatment. The mantis retains it’s full power on it’s final upgrade, as should the hog, but on T1 it’s way too strong.

Vehicle heroes can’t collect supplies or capture power nodes. Just sayin’

> 2533274818651339;14:
> Vehicle heroes can’t collect supplies or capture power nodes. Just sayin’

Yeah, but he can keep you from doing it.

> 2533274818651339;14:
> Vehicle heroes can’t collect supplies or capture power nodes. Just sayin’

How is this a disadvantage?

No one uses infantry heroes for those purposes, it’s dumb.

> 2533274936603132;2:
> This effects…Two leaders in the entire game, and one is very slow mind you. This isn’t need at all. Locking a hero until Tech 2? This kills those Leaders and makes Heroes next of useless.
> Leader Point in battle rewards both teams for just engaging and trying to defend. Forge is slightly more expsensive and Bison is slow as a snail.

Three if the Commantis (that flows nicely, doesn’t it?) counts as a vehicle.

> 2533274821521504;16:
> > 2533274818651339;14:
> > Vehicle heroes can’t collect supplies or capture power nodes. Just sayin’
>
> How is this a disadvantage?
>
> No one uses infantry heroes for those purposes, it’s dumb.

Just sayin’

> 2533274818651339;18:
> > 2533274821521504;16:
> > > 2533274818651339;14:
> > > Vehicle heroes can’t collect supplies or capture power nodes. Just sayin’
> >
> > How is this a disadvantage?
> >
> > No one uses infantry heroes for those purposes, it’s dumb.
>
> Just sayin’

Well that’s not contributing to the topic at hand is it.

> 2533274821521504;19:
> > 2533274818651339;18:
> > > 2533274821521504;16:
> > > > 2533274818651339;14:
> > > > Vehicle heroes can’t collect supplies or capture power nodes. Just sayin’
> > >
> > > How is this a disadvantage?
> > >
> > > No one uses infantry heroes for those purposes, it’s dumb.
> >
> > Just sayin’
>
> Well that’s not contributing to the topic at hand is it.

Yeah it is. Having heroes capture nodes and pick up supplies isn’t inherently useless. Having a shielded unit with a lot of health capture a node under fire is useful. Like if someone had siege turrets on their base by a power node you can send your hero to capture it. Likewise, at the start of the game you can send all your infantry out to capture nodes and gather supplies, make your hero fast and have your hero take the supplies around your base.

Just sayin’ it’s not useless and the devs obviously made it so hero vehicles couldn’t collect supplies or capture nodes for a reason.